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Classes

Feca

  • Ataraxia:
    • How it works: Cancels damage from the next attack suffered and applies the Gravity state to the targeted ally. If it suffers damage, the spell's effects are removed.
 

Rogue

  • Extraction:
    • Damage:
      • Level 133: 26 to 28 (CH: 31 to 34)
      • Level 67: 20 to 22 (CH: 24 to 26)
      • Level 1: 15 to 17 (CH: 18 to 20)
 
  • Obliteration:
    • Damage:
      • Level 100: 30 to 35 (CH: 36 to 41)
      • Level 167: 37 to 43 (CH: 44 to 52)
 
  • Boomerang Daggers:
    • Damage:
      • Level 15: 16 to 18 (CH: 20 to 22)
      • Level 82: 21 to 23 (CH: 25 to 28)
      • Level 149: 26 to 29 (CH: 31 to 35)
 
  • Cadence:
    • Description: The description of the spell Cadence has been made more specific to indicate what the area of effect was that defined the damage bonus.
    • Damage:
      • Level 125: 15 to 17 (CH: 18 to 20)
      • Level 192: 17 to 19 (CH: 20 to 23)
 
  • Deception:
    • Damage:
      • Level 30: 21 to 23 (CH: 25 to 28)
      • Level 97: 27 to 30 (CH: 32 to 36)
      • Level 164: 33 to 37 (CH: 40 to 44)
 
  • Stolen Goods:
    • Damage:
      • Level 140: 24 to 28 (CH: 29 to 34)
 
  • Pulsar:
    • Damage:
      • Level 40: 35 to 38 (CH: 42 to 45)
      • Level 107: 45 to 48 (CH: 54 to 58)
      • Level 174: 56 to 60 (CH: 67 to 72)
 
  • Shot Pellets:
    • Damage:
      • Level 150: 29 to 33 (CH: 35 to 40)
 
  • Carbine:
    • Damage:
      • Level 189: 27 to 29 (CH: 32 to 35)
      • Level 122: 23 to 25 (CH: 28 to 30)
      • Level 55: 17 to 19 (CH: 21 to 23)
 
  • Machine Gun:
    • Damage:
      • Level 165: 33 to 37 (CH: 40 to 44)
 
  • Musket:
    • Damage:
      • Level 75: 15 to 17 (CH: 18 to 20)
      • Level 142: 19 to 21 (CH: 23 to 25)
 
  • Arquebus:
    • Damage:
      • Level 185: 35 to 39 (CH: 42 to 47)
 
  • Blunderbuss:
    • Damage:
      • Level 147: 35 to 39 (CH: 42 to 47)
      • Level 80: 28 to 31 (CH: 34 to 38)
 
  • Shrapnel:
    • Damage:
      • Level 190: 17 to 19 (CH: 20 to 23)
 
  • Bombard:
    • Damage:
      • Level 152: 29 to 33 (CH: 35 to 40)
      • Level 85: 23 to 27 (CH: 28 to 32)
 
  • Weigh Down:
    • How it works: The spell now has critical damage and therefore chances of inflicting a critical hit.
    • Casting conditions:
      • Critical: / → 15%
    • Damage:
      • Level 195: 40 to 45 (CH: 48 to 54)

Sacrier

During the previous patch, we'd already reduced the damage of almost all Sacrier spells. Despite these changes, damage is still too great and tanking too high, everything being linked to the Suffering mechanic. We wish to keep this mechanic at the heart of Sacrier gameplay, but it is far too powerful currently, so we're going to revise the bonuses provided downwards by reducing the reduction and damage bonuses to 40% instead of 50%. You'll find more details below.
We also revised how spells work that apply a Vitality penalty when they hit the caster. The first penalty applied to the Sacrier will remain the same for the duration of the effect. If the caster casts the spell again during this time, the penalty will remain unchanged and will not be extended. To get a weaker penalty, you'll have to wait for the duration of the effect to end to cast the spell again.

  • = at 100% → Suffering 0: Damage received × 100% + Damage inflicted × 100%
  • < at 100% → Suffering 1: Damage received × 99% + Damage inflicted × 101%
  • < at 90% → Suffering 2: Damage received × 96% + Damage inflicted × 104%
  • < at 80% → Suffering 3: Damage received × 92% + Damage inflicted × 108%
  • < at 70% → Suffering 4: Damage received × 86% + Damage inflicted × 114%
  • < at 60% → Suffering 5: Damage received x 80% + Damage inflicted x 120%
  • < at 50% → Suffering 6: Damage received × 74% + Damage inflicted × 126%
  • < at 40% → Suffering 7: Damage received × 68% + Damage inflicted × 132%
  • < at 30% → Suffering 8: Damage received × 64% + Damage inflicted × 136%
  • < at 20% → Suffering 9: Damage received × 62% + Damage inflicted × 138%
  • < at 10% → Suffering 10: Damage received × 60% + Damage inflicted × 140%

A few changes have also been made to the following spells:

  • Nervousness:
    • How it works:
      • The damage bonus has been increased: 10 → 15
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
      • The damage bonus and HP penalty won't be applied if the spell is cast at 0 range.
 
  • Clobbering:
    • How it works:
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
      • The damage bonus and HP penalty won't be applied if the spell is cast at 0 range.
 
  • Desolation:
    • Casting conditions:
      • Casts per turn: 2 / 2 → 1 / 2
 
  • Blood Bath:
    • Casting conditions:
      • Casts per turn: 2 / 2 / 2 → 1 / 1 / 2
 
  • Excruciating Pain:
    • How it works:
      • The damage bonus has been increased: 10 → 15
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
      • The damage bonus and HP penalty won't be applied if the spell is cast at 0 range.
 
  • Immolation:
    • How it works:
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
      • The damage bonus and HP penalty won't be applied if the spell is cast at 0 range.
 
  • Transposition:
    • Casting conditions:
      • Recast interval: 2 / 2 / 2 → 3 / 3 / 3
 
  • Jashin Ritual:
    • Casting conditions:
      • Shared recast interval: / → 4
 
  • Decimation:
    • How it works:
      • The duration of the damage bonus and Vitality penalty has been reduced: 3 → 2 turns.
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
 
  • Gash:
    • How it works:
      • The duration of the damage bonus and Vitality penalty has been reduced: 3 → 2 turns.
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
 
  • Fury:
    • How it works:
      • The duration of the damage bonus and Vitality penalty has been reduced: 3 → 2 turns.
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
 
  • Carnage:
    • How it works:
      • The duration of the damage bonus and Vitality penalty has been reduced: 3 → 2 turns.
      • If the spell is cast again before its effects have ended, the previous casting's HP penalty won't be replaced by the second casting's penalty.
 
  • Penitence:
    • How it works: Switching places can no longer take place if the caster or their target is in the Gravity state.

Sram

Following the final phase of balancing for the Sram class, as well as much feedback from you, we decided to take our thinking about the class a little further.

We understood that the changes made to the class since version 2.52 weren't suitable. Indeed, the outcome doesn't let the class play its strengths as it did before. In 2.51, the class has significant weaknesses that were offset by powerful strengths, but the changes made in the update didn't improve the class in the right direction – the "strengths" were reduced, but the weaknesses weren't sufficiently offset, and we noted a sharp drop in Srams' viability. Now, the changes we're making to most of the spells should allow the class to reduce disparities and make it more consistent.

Here are the main changes that will take place:

  • Provide more tools to play in a team,
  • Improve interactions with the Double and Plotter,
  • Enhance its role as an eroder,
  • Improve Parry (for a better lifespan).
Comprehensive restructuring work on the elemental paths was also done in order to better balance and differentiate the paths from each other, since certain spells were sometimes inconsistent with their paths.
 
  • Poisoned Trap:
    • Spell removed.
  • Proximity Trap:
    • Spell removed.
 
  • Gangsterdom:
    • Formerly Deviousness.
    • Casting conditions:
      • Maximum range: 4 / 4 / 5 → 4 / 5 / 6
      • Modifiable range: yes → no
 
  • Tricky Trap:
    • Is now the variant of Drift Trap.
 
  • Drift Trap:
    • Is now the variant of Tricky Trap.
    • Ranks: 1 → 2
    • How it works: Places a trap that pushes back 2 cells. Inflicts Fire damage on enemies.
    • Casting conditions:
      • Casts per turn: 0 → 0 / 1
      • Recast interval: 2 → 2 / 0
    • Damage:
      • Level 100: 13 to 15
      • Level 167: 17 to 19
 
  • Invisibility:
    • How it works: Invisibility can now be cast on an ally.
    • Casting conditions:
      • Maximum range: 0 / 0 / 0 → 4 / 5 / 6
 
  • Insidious Trap:
    • Is now the variant of Con.
 
  • Con:
    • Is now the variant of Insidious Trap.
    • Ranks: 3 → 2
    • How it works:
      • Inflicts Air damage and steals Agility.
        • Steals 60 (CH: 80) / 100 Agility (CH: 120) (3 turns)
      • Casting conditions:
        • Max. stacking: / → 2
 
  • Cut-Throat:
    • How it works:
      • The duration of the bonus has been increased to 2 turns, as initially planned.
    • Casting conditions:
      • Maximum stacking: infinite → 1
 
  • Double:
    • Casting conditions:
      • Maximum range: 2 / 2 / 2 → 2 / 2 / 3
 
  • Plotter:
    • Casting conditions:
      • Maximum range: 2 / 2 → 2 / 3
 
  • Miry Trap:
    • How it works: Places a trap that inflicts Water damage. If an ally triggers the trap, they don't suffer damage. Allies near the trap are healed of up to 50% of the damage inflicted on the enemy target that triggers it.
 
  • Larceny:
    • How it works: The duration of Chance theft has been increased: 2 → 3 turns.
 
  • Mass Trap:
    • How it works: If an ally triggers the trap, they don't suffer damage.
 
  • Extortion:
    • Formerly Trapster.
    • How it works:
      • Inflicts Earth damage and steals Strength.
        • Steals 100 Strength (CH: 120) (3 turns)
      • Casting conditions:
        • Maximum range: 1 → 3
        • Straight-line casting: yes → no
        • Line of sight: no → yes
        • Casts per turn: 3 → 2
        • Casts per target: 2 → infinite
        • Max. stacking: 2
 
  • Ambush:
    • Casting conditions:
      • Modifiable range: no → yes
 
  • Malevolent Trap:
    • Is now the variant of Epidemic.
    • Ranks: 1 → 3
    • Casting conditions:
      • Maximum range: 6 → 4 / 5 / 6
    • Damage:
      • Level 35: 18 to 20
      • Level 102: 23 to 26
      • Level 169: 28 to 32
 
  • Epidemic:
    • Is now the variant of Malevolent Trap.
    • How it works: Epidemic can now be cast on the Double and Plotter.
 
  • Fragmentation Trap:
    • Is now the variant of Furrow.
    • Ranks: 1 → 3
    • How it works:
      • If an ally triggers the trap, they don't suffer damage.
    • Casting conditions:
      • Maximum range: 6 → 4 / 5 / 6
    • Damage:
      • Center:
        • Level 40: 11 to 14
        • Level 107: 14 to 18
        • Level 174: 18 to 22
      • Circle 1:
        • Level 40: 21 to 23
        • Level 107: 27 to 30
        • Level 174: 33 to 37
      • Circle 2:
        • Level 40: 27 to 30
        • Level 107: 35 to 38
        • Level 174: 43 to 47
      • Circle 3:
        • Level 40: 37 to 39
        • Level 107: 47 to 50
        • Level 174: 58 to 62
 
  • Furrow:
    • Is now the variant of Fragmentation Trap.
    • Ranks: 2 → 1
    • How it works:
      • No longer attracts targets.
        • Steals 80 Intelligence (CH: 100) (3 turns)
    • Casting conditions:
      • Area of effect: Cross 3 empty center → Ring 2
      • Maximum range: 0 → 3
      • Line of sight: no → yes
 
  • Paralysing Trap:
    • Is now the variant of Mass Grave.
 
  • Mass Grave:
    • Is now the variant of Paralysing Trap.
 
  • Mistake:
    • Is now the variant of Toxic Injection.
    • How it works: The spell no longer inflicts Earth damage and no longer steal Agility or Strength. The duration of the Erosion penalty has been reduced to 2 turns.
    • Casting conditions:
      • Maximum range: 0 / 0 / 0 → 3 / 4 / 5
      • Line of sight: no → yes
    • Damage:
      • Level 50: 20 to 23 (CH: 24 to 27)
      • Level 117: 27 to 31 (CH: 33 to 37)
      • Level 184: 32 to 36 (CH: 38 to 43)
 
  • Toxic Injection:
    • Is now the variant of Mistake.
 
  • Repelling Trap:
    • Is now the variant of Jinx.
 
  • Jinx:
    • Is now the variant of Repelling Trap.
    • Ranks: 2 → 1
    • How it works:
      • Steals Water health and minimises the target's random effects for 1 turn.
    • Casting conditions:
      • Casts per turn: 3 → 1
      • Casts per target: 2 → 1
      • Recast interval: / → 2
      • Max. stacking: 1 → /
    • Damage:
      • Level 165: 38 to 42 (CH: 46 to 50)
 
  • Chakra Concentration:
    • Is now the variant of Plot.
    • How it works: Steals health in the caster's best attack elements each time the target triggers a trap.
    • Damage:
      • Level 65: 13
      • Level 131: 13
      • Level 198: 13
 
  • Plot:
    • NEW SPELL!
    • Is now the variant of Chakra Concentration.
    • Ranks: 1
    • How it works: Increases the target's Dodge and damage.
      • 30 Damage (2 turns) (CH: 40)
      • 30 Dodge (2 turns) (CH: 40)
    • Casting conditions:
      • Area of effect: Single target
      • AP cost: 2
      • Maximum range: 6
      • Minimum range: 0
      • Modifiable range: yes
      • Straight-line casting: no
      • Line of sight: no
      • Casts per turn: 2
      • Casts per target: 1
      • Critical: 25%
      • Max. stacking: 1
 
  • Raiding:
    • Is now the variant of Calamity.
 
  • Calamity:
    • Is now the variant of Raiding.
    • How it works: No longer affects allies.
 
  • Sickrat Trap:
    • Formerly Perfidious Trap.
    • Is now the variant of Perquisition.
    • How it works: Places a single-cell trap that attracts in an area of effect. Inflicts Water damage on enemies.
    • Damage:
      • Level 75: 13 to 15
      • Level 142: 17 to 19
 
  • Perquisition:
    • Is now the variant of Sickrat Trap.
 
  • Lethal Attack:
    • Is now the variant of Break-In.
    • How it works: Inflicts Earth damage. Damage is increased on targets with less than 25% HP.
      • Level 147: 25% extra Earth damage
      • Level 80: 25% extra Earth damage
    • Damage:
      • Level 80:
        • 35 to 39 (CH: 41 to 46)
        • 43 to 48 (CH: 51 to 57) on targets with less than 25% HP
      • Level 147:
        • 43 to 48 (CH: 52 to 58)
        • 54 to 60 (CH: 65 to 72) on targets with less than 25% HP
 
  • Break-In:
    • NEW SPELL!
    • Is now the variant of Lethal Attack.
    • Ranks: 1
    • How it works: Increases Fire damage and reduces resistance to Pushback damage.
      • -50 Pushback Resistance (2 turns) (CH: 60)
    • Casting conditions:
      • Area of effect: Single target
      • AP cost: 4
      • Maximum range: 1
      • Minimum range: 4
      • Modifiable range: no
      • Straight-line casting: no
      • Line of sight: Yes
      • Casts per turn: 2
      • Casts per target: 1
      • Critical: 15%
      • Max. stacking: 2
    • Damage:
      • Level 190: 31 to 35 (CH: 37 to 42)
 
  • Lethal Trap:
    • How it works: Inflicts Earth damage. Damage is increased on targets with less than 25% HP.
      • Level 152: 25% extra Earth damage
      • Level 85: 25% extra Earth damage
    • Damage:
      • Level 85:
        • 31 to 35
        • 39 to 44 on targets with less than 25% HP
      • Level 152:
        • 39 to 43
        • 49 to 54 on targets with less than 25% HP
 
  • Evasion:
    • How it works: For 1 turn, the allied target avoids attacks received in close combat by moving 2 cells away from their attacker and becomes invisible for 1 turn. If they cannot move away, they suffer damage normally.
    • Casting conditions:
      • Maximum range: 0 → 5 / 6
      • Line of sight: no → yes
 
  • Mortuary Mark:
    • Casting conditions:
      • Maximum range: 3 → 8

Foggernaut

  • Pilfer:
    • Damage:
      • Level 1: 13 to 15 (CH: 16 to 18)
      • Level 66: 17 to 20 (CH: 21 to 23)
      • Level 132: 22 to 25 (CH: 26 to 30)
 
  • Scuttle:
    • Damage:
      • Level 95: 38 to 43 (CH: 45 to 52)
      • Level 162: 47 to 54 (CH: 56 to 65)
 
  • Anchor:
    • Damage:
      • Level 1: 14 to 16 (CH: 17 to 19)
      • Level 67: 19 to 21 (CH: 22 to 25)
      • Level 133: 24 to 27 (CH: 29 to 32)
 
  • Mooring:
    • Damage:
      • Level 100: 14 to 17 (CH: 16 to 20)
      • Level 167: 17 to 21 (CH: 20 to 25)
 
  • Harpooner:
    • Damage:
      • Boomf / Bwoom / Boome / Booma:
        • Evolution 1:
          • Level 1: 11 to 14 (CH: 14 to 16)
          • Level 68: 15 to 18 (CH: 18 to 21)
          • Level 134: 19 to 23 (CH: 23 to 28)
        • Evolution 2:
          • Level 1: 14 to 16 (CH: 17 to 19)
          • Level 68: 19 to 21 (CH: 22 to 25)
          • Level 134: 24 to 27 (CH: 29 to 32)
        • Evolution 3:
          • Level 1: 18 to 20 (CH: 21 to 24)
          • Level 68: 23 to 27 (CH: 28 to 32)
          • Level 134: 30 to 34 (CH: 36 to 41)
      • Boomboom:
        • Damage:
          • Level 65: 28 to 32 (CH: 34 to 39)
          • Level 131: 34 to 39 (CH: 41 to 46)
          • Level 198: 38 to 43 (CH: 46 to 52)
 
  • Trawler:
    • Double German:
      • How it works:
        • Level 105: -3 MP for 1 turn (CH: -4 MP)
        • Level 172: -4 MP for 1 turn (CH: -5 MP)
 
  • Torrent:
    • Damage:
      • Level 6: 14 to 16 (CH: 16 to 19)
      • Level 71: 19 to 22 (CH: 22 to 26)
      • Level 138: 23 to 27 (CH: 28 to 32)
 
  • Harmattan:
    • Damage:
      • Level 115: 24 to 27 (CH: 29 to 33)
      • Level 182: 28 to 32 (CH: 34 to 38)
 
  • Lifesaver:
    • Heals:
      • Intervention:
        • Level 20: 14% of the target's HP (CH: 16%)
        • Level 87: 17% of the target's HP (CH: 19%)
        • Level 154: 20% of the target's HP (CH: 22%)
 
  • Drill:
    • Damage:
      • Drilling:
        • Evolution 1: Level 197: 26 to 30 (CH: 31 to 36)
        • Evolution 2: Level 197: 36 to 40 (CH: 43 to 48)
        • Evolution 3: Level 197: 46 to 50 (CH: 55 to 60)
      • Excavation:
        • Damage:
          • Level 130: 40 to 44 (CH: 48 to 53)
          • Level 197: 45 to 49 (CH: 54 to 59)
 
  • Backwash:
    • Damage:
      • Level 25: 13 to 16 (CH: 16 to 19)
      • Level 92: 17 to 20 (CH: 20 to 24)
      • Level 159: 21 to 25 (CH: 25 to 30)
 
  • Surge:
    • Damage:
      • Level 135: 30 to 34 (CH: 36 to 41)
 
  • Tide:
    • Damage:
      • Level 30: 18 to 20 (CH: 21 to 24)
      • Level 97: 23 to 26 (CH: 27 to 31)
      • Level 164: 28 to 32 (CH: 34 to 38)
 
  • Corrosion:
    • Damage:
      • Level 140: 34 to 38 (CH: 41 to 46)
 
  • Vapour:
    • Damage:
      • Level 35: 20 to 22 (CH: 23 to 27)
      • Level 102: 25 to 28 (CH: 30 to 34)
      • Level 169: 31 to 35 (CH: 37 to 42)
 
  • Valve:
    • Damage:
      • Level 145: 18 to 21 (CH: 22 to 25)
 
  • Hypertension:
    • Casting conditions:
      • Initial recast interval: / → 2
 
  • Bathyscaphe:
    • Decompression:
      • How it works:
        • AP bonus:
          • Level 155: 2 AP for 2 turns (CH: 3 AP)
        • Shield gain:
          • Level 155: 250% of the caster's level for 2 turns (CH: 350%)
 
  • Periscope:
    • Damage:
      • Level 50: 20 to 22 (CH: 23 to 27)
      • Level 117: 26 to 30 (CH: 32 to 36)
      • Level 184: 31 to 35 (CH: 37 to 42)
 
  • Periscope:
    • Damage:
      • Level 160: 30 to 34 (CH: 36 to 41)
 
  • First Aid:
    • Heals:
      • Level 55: 19 to 22 (CH: 23 to 26)
      • Level 122: 25 to 29 (CH: 30 to 35)
      • Level 189: 29 to 33 (CH: 35 to 40)
 
  • Rescue:
    • Heals:
      • Level 165: 19 to 21 (CH: 23 to 25)
 
  • Torpedo:
    • Damage:
      • Level 60: 18 to 21 (CH: 22 to 25)
      • Level 127: 22 to 26 (CH: 27 to 31)
      • Level 194: 25 to 29 (CH: 30 to 35)
 
  • Short-Circuit:
    • Damage:
      • Level 170: 38 to 42 (CH: 46 to 50)
 
  • Ambush:
    • Damage:
      • Level 65: 7 to 9 (CH: 9 to 11)
      • Level 131: 9 to 11 (CH: 11 to 13)
      • Level 198: 10 to 12 (CH: 12 to 14)
 
  • Froth:
    • Damage:
      • Level 80: 29 to 34 (CH: 35 to 40)
      • Level 147: 36 to 42 (CH: 43 to 50)
 
  • Nautilus:
    • Damage:
      • Level 190: 23 to 27 (CH: 28 to 32)
 
  • Trident:
    • Damage:
      • Level 85: 25 to 28 (CH: 30 to 34)
      • Level 152: 31 to 35 (CH: 37 to 42)
 
  • Seizing:
    • Damage:
      • Level 195: 30 to 34 (CH: 36 to 41)
 

Review of Turret Bonuses for Foggernauts

Turret

Bonus

Evolution

Rank 1

Rank 2

Rank 3

Harpooner

Power

II

150 → 30

150 → 60

150 → 120

III

200 → 60

200 → 120

200 → 200

Drill

Damage

II

25 → 15

25 → 20

/

III

25 → 20

25 → 25

/

Tacturret

Range

II

2 → 1

2 → 1

2 → 2

III

3 → 2

3 → 2

3 → 3

Trawler

Lock/MP reduction

II

15 → 20

15 → 25

/

III

20 → 25

20 → 30

/

Lifesaver

Vitality

II

10 → 6

10 → 9

10 → 12

III

15 → 9

15 → 12

15 → 15

Bathyscaphe

Shield

II

100 → 70

100 → 80

100 → 90

III

100 → 80

100 → 90

100 → 100

 
 

Xelor

  • Hand:
    • Damage (triggered when the target enters the Telefrag state):
      • Level 1: 4 to 5
      • Level 67: 6 to 7
      • Level 133: 8 to 19